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#ifndef Magnum_DebugTools_Implementation_ForceRendererTransformation_h
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#define Magnum_DebugTools_Implementation_ForceRendererTransformation_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include <array>
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#include "Magnum/DimensionTraits.h"
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#include "Magnum/Magnum.h"
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#include "Magnum/Math/Functions.h"
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#include "Magnum/Math/Matrix3.h"
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#include "Magnum/Math/Matrix4.h"
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namespace Magnum { namespace DebugTools { namespace Implementation {
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template<UnsignedInt dimensions> std::array<typename DimensionTraits<dimensions, Float>::MatrixType, 3> capsuleRendererTransformation(const typename DimensionTraits<dimensions, Float>::VectorType& a, const typename DimensionTraits<dimensions, Float>::VectorType& b, Float radius);
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template<> std::array<Matrix3, 3> capsuleRendererTransformation<2>(const Vector2& a, const Vector2& b, const Float radius) {
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/* Vector from capsule center to top hemisphere center */
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const Vector2 direction = 0.5f*(b - a);
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const Float length = direction.length();
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/* Capsule rotation and distance to caps after they are scaled to proper
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radius (if nonzero cylinder length) */
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Matrix3 rotation;
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Vector2 capDistance;
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if(length >= Math::TypeTraits<Float>::epsilon()) {
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rotation.up() = direction/length;
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rotation.right() = rotation.up().perpendicular();
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CORRADE_INTERNAL_ASSERT(rotation.right().isNormalized());
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capDistance = direction*(radius/length);
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}
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/* Scaling and translation of all parts */
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const auto rotationScaling = rotation*Matrix3::scaling(Vector2(radius));
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return {{
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Matrix3::translation(a+capDistance)*rotationScaling,
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Matrix3::translation(0.5f*(a + b))*rotation*Matrix3::scaling({radius, length}),
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Matrix3::translation(b-capDistance)*rotationScaling
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}};
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}
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template<> std::array<Matrix4, 3> capsuleRendererTransformation<3>(const Vector3& a, const Vector3& b, const Float radius) {
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/* Vector from capsule center to top hemisphere center */
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const Vector3 direction = 0.5f*(b - a);
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const Float length = direction.length();
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/* Capsule rotation and distance to caps after they are scaled to proper
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radius (if nonzero cylinder length) */
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Matrix4 rotation;
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Vector3 capDistance;
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if(length >= Math::TypeTraits<Float>::epsilon()) {
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const Vector3 directionNormalized = direction/length;
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const Float dot = Vector3::dot(directionNormalized, Vector3::zAxis());
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/* Direction is parallel to Z axis, special rotation case */
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if(Math::abs(dot) > 1.0f - Math::TypeTraits<Float>::epsilon()) {
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rotation.up() = dot*Vector3::zAxis();
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rotation.right() = Vector3::xAxis();
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rotation.backward() = -dot*Vector3::yAxis();
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/* Common case */
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} else {
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rotation.up() = directionNormalized;
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rotation.right() = Vector3::cross(rotation.up(), Vector3::zAxis()).normalized();
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rotation.backward() = Vector3::cross(rotation.right(), rotation.up());
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CORRADE_INTERNAL_ASSERT(rotation.up().isNormalized() && rotation.backward().isNormalized());
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}
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capDistance = directionNormalized*radius;
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}
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/* Scaling and translation of all parts */
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const auto rotationScaling = rotation*Matrix4::scaling(Vector3(radius));
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return {{
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Matrix4::translation(a+capDistance)*rotationScaling,
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Matrix4::translation(0.5f*(a + b))*rotation*Matrix4::scaling({radius, length, radius}),
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Matrix4::translation(b-capDistance)*rotationScaling
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}};
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}
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}}}
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#endif
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